You should know ahead of time where RED's going to stand to hold each point (their backward hold), where they're gonna push forward to after winning a fight (their forward hold) and where to place the "BLU lobby" that acts as the limiting factor for how far RED can push forward.
Note that the attack of every point should start with RED controlling the forward hold.
Here is where I place these on a few official points:
I believe it's the responsibility of an A/D mapper to decide where these areas are going to be on their own map, and make changes so that these areas are adhered to if things aren't working out.
That sounds vague, so here's an example - if RED is pushing into, and taking hold of, BLU's lobby area, then it means BLU needs to push through three arenas in a row to take the control point. This is way too hard, so you need to stop RED pushing into BLU's lobby. Normally you'll give BLU a forward spawn very close to the lobby, or if it's the first point, make it so that BLU
uses their spawn as the lobby, like I've outlined on Snowycoast A.
Here is where I place these arenas on cp_archways_a4:
Notes: I might have placed the RED forward hold too far forward - what they would want to do is hold the building, but it's so wide that I think that it wouldn't act as a concrete forward hold (it would be too easy for BLU to slip past RED and backcap), and what RED would have to do would be to hold the area outside it.
Notes: BLU spawns too far from point so RED may be able to hold lobby, RED spawns far from point too so point can roll, will go into more depth later
Notes: None
Now, I'm not asking you to stick strictly to these spots. You may well have a very different idea of where RED is going to stand to hold the points, and that's fine. The important thing is that you know exactly where you want these spots, and you look at your demos and suggested changes with respect to that.
For example, if you shorten the distance between BLU spawn and A, won't that make it so RED has no forward hold on A? Or maybe it'll mean you have to rework the building so it's harder for BLU to slip past RED in it, so RED can use it as a forward hold?
Whatever you end up doing, it should respect the lobby/forward hold/backward hold dynamic, since most unfun gameplay in A/D maps comes from points that undermine that dynamic in some way:
- RED gets to push into BLU's lobby and hold it, so BLU is forced to push through three arenas in a row to capture which is too hard
- There's functionally no forward hold because BLU spawns too close to the control point or there are routes directly from BLU's lobby to the backward hold, so BLU is always attacking the backward hold and one ubercharge will get them the point which is uninteresting and unfun
- One point is too close to the previous point, with RED spawning far away from it, so RED gets to the backward hold at the same time BLU does after the previous point is captured, so RED doesn't get a forward hold and one ubercharge or otherwise good push will get BLU the point with virtually no resistance (a roll)
That last one in particular I suspect will be true of B. I just timed it, and it takes BLU 15 seconds to walk from A to B. Meanwhile, after A is capped, it takes RED 16 seconds to walk from their new spawn to the point. This means RED physically can't get a forward hold (even if they instantly respawned!) unless they miraculously happen to not all die on A, and their teammates (despite losing the point) stall BLU long enough to let the respawning RED players get a forward hold and get their engies to set up.
Even though it takes BLU a similarly short amount of time (13 seconds) to walk from B to C, I don't see C having as much of a rolling problem. This is because it takes RED much less time to walk to it - only 5 seconds out of spawn!
From there, if we switch up our mentalities and time for the C forward hold area I marked earlier, it takes RED 8 seconds to get to that out of spawn, whereas it takes BLU 8 seconds to get to it from B. This means there's a much better chance of RED getting an immediate forward hold on C, giving them a buffer zone against ubercharges/strong pushes and giving their engies time to set up on the backward hold.
Of course, if too many RED players die during the defense of the B backward hold, then C could still roll. Which is why I recommend instantly respawning RED when B is capped, using game_forcerespawn. Also, you could maybe try putting doors between A and B that take a while to open, like on cp_steel - that way BLU's walk time between A and B is artificially extended, giving RED time to set up. You could also try physically extending the distance between A and B, then giving BLU a forward spawn to attack B.